protected virtual void OnEnable() { characterState = CharacterBasicState.Idle; characterDamagedState = ChracterDamagedState.None; characterAnimationState = CharacterAnimationState.Idle; StartCoroutine(FSMMain()); }
//개체의 상태가 바뀔때마다 메소드가 실행된다. public void SetState(CharacterBasicState _newCharState, CharacterAnimationState _newCharAnimState) { if (characterState == _newCharState && characterAnimationState == _newCharAnimState) { return; } isNewCharacterState = true; characterState = _newCharState; characterAnimationState = _newCharAnimState; //개체가 가진 Animator 컴포넌트의 state Parameters 에게 상태변화 값을 전달한다. animator.SetInteger("State", (int)characterState); }